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Rec FrontierSpace

The FrontierSpace Player's Handbook receives positive reviews from multiple purchasers. It is praised for being easy to learn and play while still allowing for unique characters. Some reviewers note that it feels like a modern version of the classic Star Frontiers RPG. However, one review points out that the product is incomplete as some rules like combat are in a separate Gamemaster's Guide and more monsters need to be created by the GM. Overall though, previous fans of Star Frontiers and those looking for a simple sci-fi system seem pleased with their purchase.

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0% found this document useful (0 votes)
825 views10 pages

Rec FrontierSpace

The FrontierSpace Player's Handbook receives positive reviews from multiple purchasers. It is praised for being easy to learn and play while still allowing for unique characters. Some reviewers note that it feels like a modern version of the classic Star Frontiers RPG. However, one review points out that the product is incomplete as some rules like combat are in a separate Gamemaster's Guide and more monsters need to be created by the GM. Overall though, previous fans of Star Frontiers and those looking for a simple sci-fi system seem pleased with their purchase.

Uploaded by

foxxy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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FrontierSpace Player's Handbook $8.

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Average Rating4.7 5
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FrontierSpace Player's Handbook
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FrontierSpace Player's Handbook


Publisher DwD Studios
by Michael H. [Verified Purchaser] Date Added 11282017 121627
FrontierSpace Player's Handbook by DwD Studios A review TLDR summary Great game, good
possibilities for tinkering, great art, good setting, great writing. Buy it, for it is fun. I will admit first
of all that I have been looking forward to this game for quite some time. When I bought BareBones
Fantasy several years ago, I learned that the authors had taken the system they loved from Star
Frontiers and had carved it down to a lighter version which they called the D00 Lite system. Among
the changes made to the system, attributes were changed, a new critical mechanic was given, and
skills were changed to the class-as-skill model I have seen used successfully here and elsewhere.
The BBF game was really a great innovation, to my mind, and I was left with an eager desire for the
day when I would see my old friend Star Frontiers (by TSR back in the early 80s) take flight again
in this system. I eagerly devoured Covert Ops soon after BBF, and saw a few more changes to the
system that adapted the game to that setting, showing how versatile the game engine could be. My
eagerness only grew. Now that I have my copy of the game, I am even more eager to take it for a
spin. The first thing I saw from the game was in the notice of the download which contained the
author's’ invitation for anyone to take the system and setting and do whatever they liked with it
under the Creative Commons license. This impresses me especially as a game tinkerer and is a
refreshing change from some other games. I already have a couple setting ideas that almost write
themselves, and a few more ideas within the setting as it is written. And now the game itself. In the
introduction of the game the primary setting ideal is explained, that this game is about small fish in
a very big ocean. The frontier is the star of the show, so to speak, and the players part of a far larger
whole. Here I got a glimpse of the quality of writing I could expect throughout the book, which was
engaging and clear; dramatic yet succinct (if I am using that word correctly.) It is a gritty setting.
The discussion then continues to explain the role players and referees each serve in, and the all-
important golden rule of RPGs, that when the GM makes a ruling, accept it and move along. The
dice system is broken down and explained in the beginning of the first chapter. All dice are ten
sided. Most rolls will be percentile, with two zeroes read as 00 and not 100. You succeed if you roll
under the target number, usually a skill plus an attribute plus modifiers. Rolls for damage or some
other effects are the dice rolled and added together. There are six attributes which cover whatever
your character is going to do. Skills follow the class as skill model as in the other outings of D00
Lite, but here instead of the previous games’ formula to arrive at the overall skill, it is simply
expressed as a number between -20 (untrained) and +30 (top in the universe) with 0 being basic
professional level training. At first I was thrown by this idea, but as I got used to it, I began to see
how brilliant this is. For one, it is possible to use the same skill with multiple attributes. If you have
a Medic skill, for instance, you could use it with Perception to examine your patient, with
Coordination to perform surgery, and Willpower when you are telling the patient to relax and heal.
Character creation is in the second chapter, and has a couple of neat points. You can roll for your
attributes and then put the rolls where you want them or choose a predetermined array that includes
a good mix of values to give a character enough depth without being overpowered yet. Species are
discussed elsewhere in detail but are conveniently summarized here. The Referee’s book will have
the means to create new species but the five included in the book are plenty to start with. (I have to
wonder how hard it would be to adapt the various fantasy races from the BBF supplement Flesh and
Blood. Probably pretty easy, and just a bit of re-flavoring and reskinning.) Characters start with one
skill at 0 and two at -10. This I like because you then have a character that can do one thing well
and a couple others (out of 12) that they do sort of well. I like the way character creation comes
together as a fast and easy thing. The rest of the book follows along as a logical progression through
the technology and the culture of the game and winds it all up with the setting. While glossing over
much of the book and encouraging you with my opinion that it comes together well, is well written,
and engaging, I will say that the game makes a few assumptions that pinch just a little. The setting
is somewhat limited to a couple dozen systems but with a lot outside of this area left nebulous
enough to be mysterious and so forth, but in saying that I have to giggle a little at myself since I
haven’t seen more than a quarter on my own state and rarely leave a hundred mile circle of that.
Ships are kind of on the small side but only when compared to Star Destroyers and Trek ships. The
only other annoying thing about the setting is the number of loose ends set up in it which would all
be things one could use as story hooks to get player characters doing cool stuff. It would be really
easy, though, to port in any setting you like with this game. The artwork throughout the book is
pretty cool and captures the essence of a spacefaring gritty story based game. Only a couple of the
spaceship drawings were not quite up to my standards, but are still a ton better than what I manage.
One thing the old game did that is rare to find elsewhere in science fiction shows and games was
that almost all of the ships were built on the tower model rather than the boat model, which is to say
that in a spaceship decks would be best placed perpendicular to the thrust so that you have
acceleration as your false gravity. There is very little evidence that gravity floors would be possible
let alone cheap enough to be ubiquitous. It appears that the space vessels are built on the boat model
for the most part. Really that is my only gripe with the art. Everything else is awesome. Those boat
model space ships are pretty awesome, too, really. Fair or not, I judge games on several criteria,
mostly having to do with feelings. Frontier Space wins first because I have been excited for a long
time to get it. It wins again in how confident in the way the rules are laid out that I could easily play
and enjoy it. It wins in that I can see myself walking around on many of the described worlds,
talking to Yar, Erakai, and Novim friends. It wins in that I can see piloting huge freighters and
nimble fighters through the deep voids of space. It wins in that I cannot think of any ways in which
it loses, with the only exception being the relative obscurity of the game, which is something I can
at least try to do something about through this review and getting the word out on other places. I
was going to ask for more D&D books for Christmas and birthdays upcoming, but since i got this as
an early present from a kind benefactor, I think I would rather get printed copies of this book and
the referee’s book, which together would be less than either the 5th Edition DMG or Monster book.

Rating [5 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by dana f. [Verified Purchaser] Date Added 11222017 120011
This is a well-done but incomplete product. As other reviewers have noted, it's very much done in
the spirit of Star Frontiers, except that the game mechanics of FrontierSpace are much better -
smooth, consistent, and pretty fast. The downside is that the book is quite incomplete - combat
rules, for example, are in the Gamemaster's Guide, and although there are a selection of stock
NPCs, there isn't a bestiary of aliens (other than alien PC races), monsters, and such. For that, you
need the Gamemaster's Guide (which has a tiny selection of creatures along with good rules for
crafting them). As such, there's a fair amount of prep-work from a GM, since you'll have to create
adversaries from scratch continuously. I recommend the game, but be aware that what you're buying
is not complete. If you're used to having to buy multiple books (like D&D), this won't be a major
issue for you.

Rating [4 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by William W. [Verified Purchaser] Date Added 11082017 113025
I don't write that many game reviews, but I've enjoyed FrontierSpace so much that I felt compelled
to say a few words about it. The system is lite enough to be easy to pick up and play quickly, yet has
enough moving parts that characters feel different and unique. The combat system is also light, yet
versatile. The artwork hearkens back to my old school gaming days, and I mean that in a positive
way, feels very much like the old Star Frontiers game, with a sleek, fun rules system. I would have
liked the psionics abilities to have been included in this book rather than the Referee's Manual, but I
understand not all Referee's will be using psionics in their games.
All in all, I am quite pleased with this purchase and recommend the game for those looking for a
fun, easy to playrun Sci Fi System.

Rating [5 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by Chad K. [Verified Purchaser] Date Added 10222017 114356
FIVE STARS! Absolutely wonderful. If you are a Star Frontiers fan then this is a must buy!.

Rating [5 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by Jeff C. [Verified Purchaser] Date Added 10202017 134216
FrontierSpace is the latest creation from the brilliant minds at DWD. It has proven to be everything
that was promised or hinted-at in previews, developer logs, etc. The system should be familiar to
anyone who plays Covert Ops or BareBones Fantasy. Interestingly enough, the look and feel of the
game should be familiar to anyone who loves the old T$R Star Frontiers game. (This is not a
coincidence- Bill and Larry are huge Star Frontiers fans.) All around, I think this game has a lot of
appeal and came out at a time when space games are in the spotlight more, perhaps. With the recent
release of the new Space Trek, Space Wars and Space Finder games, players are just feeling a little
more spacey. By Space, I mean “Star” but slightly more lawsuit-proof. That having been said, one
of the nicest things about FrontierSpace is that it is not set in a well renowned science fiction
franchise. There are no preset expectations or character roles and no canon to infringe upon. Much
like the good old days of gaming, FrontierSpace gives players and gamemasters a framework, some
standard references and rules, but leaves the rest to be created. No one should be jumping up at the
table and yelling, “But a real SpaceFleet Jed-Hi wouldn’t do that!” And thankfully there are no
space elves, space gnomes or pesky spellcasting. It’s more of what we would call hard science
roleplaying. Of course, all this is subject to change at the whim of the GM. As written, this game
reminds me of Traveler, or even GURPS Space in its approach, only I don’t have to practically have
a degree in astrophysics or work for NASA to understand it. I can construct a new ship for the game
without having to practically build it in my backyard. Another thing I love about FrontierSpace is
the openness of the campaign world. You can build deep relationships and delve into freaky
intricate alien politics just as easily as you can fly from one star system to the next slug it out with
aliens and find an attractive green alien girl to fall in love with before the end of the game session.
It’s really in the hands of the GM (and players.) I’m considering trying a hex crawl type campaign
only with space hexes instead of on land. I’ve also thought it might be cool to do a Lost In Space
type of game where the pc’s are stranded outside known space trying to find their way home. This
game screams sourcebook potential at full volume. There could easily be a starship book, one for
vehicles, gear and guns, one for robots, and especially one for alien races. Given the outstanding
BareBones sourcebook for fantasy races, I think an alien guide would be easy pickings for DWD.
(Just please limit the number of buganoid 3 meter tall cockroachpraying mantis knockoffs to just
one or none) There are less obvious sourcebook choices worth exploring such as one for planets and
one for hostile creaturesenvironments. I would also like to see a Gamma World book done in a
similar style, given this was originally spawned from Star Frontiers. Overall huge kudos for art,
layout, genre emulation, rules, new player friendliness, expandability, flexibility and campaign
world. Great job!

Rating [5 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by Moreno A. [Verified Purchaser] Date Added 10102017 090127
I had the honor to take part to this game's playtest and it's a pleasure to finally see it published.

This is a work of love and passion. You can see the guys at DwD studios put an insane amount of
work and energy into this project, and the result is a top notch, rules-lite, modern RPG which also
retains that nostalgic old school feeling.

The game is openly inspired to old school RPGs (specifically, the classic RPG Star Frontiers from
TSR), but don't get fooled this is a modern game, which benefits from all the experience gained in
decades of Role-Playing.

Presentation

The layout is clean and professional. The art is very good, especially considering the low price of
the final product.

A special mention should be made for the included fillable PDF character sheet, which is invaluable
for modern players IMHO.

Rules

This new incarnation and evolution of the D00 Lite system used in previous games from DwD
studios (BareBones Fantasy, White Lies and Covert Ops) gives more value to an already great
ruleset. Basically, all abilities and skills are percentiles, and rolling less than or equal to your score
on a D100 grants you success. You get a critical success or failure when the tens die and the units
die show the same number. It's a system that's both very effective and very easy to use in practice.
There are six base abilities (strength, agility, coordination, perception, intelligence and willpower)
which can be used directly for actions that do not require any specialization or can be combined
with 12 skills that cover all the needs for any modern or sci-fi setting, ranging from Academic to
Explorer, Marksman, Pilot, etc. And you can add your custom skills to cover anything that's specific
to your setting or not in the rules. My personal pet peeve, and possibly the only weakness in the
ruleset, is the absence of a charisma ability (willpower is used instead) - although you can easily
add it if you want all the rules will just keep working with no conversion or adaptation needed.

Skill may have specializations, and some skills (like for example Technician or Scientist) require
you to specialize, granting you a bonus on a more specific field of application (for example, a
Scientist can specialize in Life Science or Physical Science, etc.).

There's also a neat rule for Advantage and Disadvantage, which is tightly connected with how the
skill system and racial bonuses work.

Most rules are either optional or very easy to modify to your liking, and that makes the game an
excellent starting point to build your customized RPG experience, if you need to. In my opinion this
may be one of the best selling points for this game!

Characters

Character creation is a process that can take only a few minutes, but does not sacrifice anything in
terms of flexibility and character customization. With the way skills work, you can actually create
your customized class every time you create a new character - all in an easy and quick way.

There are five playable species in the game, including humans and robots, each with a specific set
of options to create a unique character. In the Referee's Handbook, which should get published in a
few weeks, you also get an awesome chapter with rules to create your own customized species, and
a few other boons like psionic powers to further enhance your characters.

Character progression is designed to be sligthly on the slow side, in line with the old school feel of
the game, but it's never punishing or frustrating. And you can still have your characters progress at a
faster rate if you prefer.

Benefits are probably the best progression option in the game. When your character attains new
ranks you get Skill Benefits, linked to your skills, and Loyalty Benefits, linked to the organizations
you work with or for during your adventures. Benefits can grant you all kind of boons, ranging from
special bonuses and advantages to in-game use of facilities like specialized laboratories, starships,
etc.

You get destiny points, which let you re-roll, change the result from failure to success, etc. These
are assigned based on a simple but very effective rule that helps compensate some of the character's
weaknesses when they have particularly low abilities or lack the skills to survive dangerous
situations, like for example combat.

At the end of the Handbook you get a full set of 20 pre-generated characters (Archetypes), which
cover a wide range of specializations. These are incredibly well made and really make you want to
check them out and play them!

Content
A ton of weapons, armors and technology is included in the Equipment chapter. You'll find
everything you need here, and a lot of surprisingly clever and interesting pieces of equipment (like
for example all the different kinds of Scanners). A special mention should be made for how well the
game combines different kinds of damage (physical, energy, sonic, stun...) in a very simple and
effective way.

With dedicated chapters for Robots, Vehicles and Starships full of pre-generated, ready to use stuff,
the Handbook packs a whole lot of content considering the price.

There's also a chapter on the standard setting for the game, which is exhaustive enough to get you
started and interesting enough to spark your imagination. The galactic map of the Frontier (the
sector of space where the setting takes place) you get together with the manual is really well made
and useful. The game never forces you to use the included setting, but it's a great starting point for
your adventures.

Conclusion

The game is a must have for any Sci-Fi RPG enthusiast out there. Whether you like hard sci-fi,
space opera, cyberpunk or any other sci-fi-related genre, this game has all you need to kick off a
great and incredibly fun series of adventures!

We never stopped playing it after the playtest, and are sure to keep at it for many long years yet. )

Rating [5 of 5 Stars!]

FrontierSpace Player's Handbook


Publisher DwD Studios
by Anne H. [Verified Purchaser] Date Added 10042017 140835
Review for frontier space. By Christopher Lee House and Anne House I give this offering 4 out of
five stars. I would have possibly gone as high as 5 stars except that it requires a game master
manual; since I don’t know what is included in the Game Masters Manual (and that is where I
suspect the bestiary is), that takes a star way in my opinion. I believe it’s still got a lot of
possibilities that are not fulfilled as a whole. Art Fair to good. I found the space ships kind of dull,
been-there-seen-that types. I must say that the art is very reminiscent of older games of distant past.
Done by Khairul Hisham and Wayne Peters, it delivers on atmosphere old-school style. Considering
that DWD is an indie company that kinda cut their teeth on fanzine reminiscence of an older
gamer), I see they tried to carry that on in this work. Its 240 pages - three time bigger then
Barebones Fantasy. I thought they would stick to the Barebones and Covert Ops system, but they
expanded by adding three more attributes. Barebones Fantasy and Covert Ops has Logic, Strength,
Dexterity and Willpower. Frontier Space has added Perception, Coordination and Intelligence, and
replaced Dexterity with Agility. 18 pages (minus 3) are needed to explain the system, and character
creation takes 3 pages. It is quick and easy and by page 21 you have gone through 6 step program to
make your character. It took me about five minutes to go through and make out two characters
(Leigh Poll and Anne Poll). You get human with all types of human origins, aliens (do not think you
are going to get same species from the reminiscent older game), and robots, so you have a good
start for any game. Now, this is just the players hand book, so there weren’t any psionic or mystical
abilities listed here. I will say that it would be easy to convert over from Barebones Fantasy or
Covert Ops to this game. You also get the rules to build your robot. This is a good change from
reminiscent older games that did not even allow you to pilot till you bought another box set. There
is enough here to make a good character, with a few custom options. However, there appears to be
nothing on the staple Psionics, mass fleet combat, planet making or in-depth starship construction–
perhaps that in the Game Master Manuel. The layout is clean

Introduction
The Basics
Character Creation
Species
Skills (12, with specializations for Art, Academic and Technician)
Equipment and Technology
Character Development
Robots
Vehicles (which come with upgrade options, but not so much construction)
Starships
Frontier settings
Archetypes
Character sheets It has enough to keep you busy for a few game sessions, possibly a whole
campaign! It has its own world and the background is light and fluffy as the tradition. In my opinion
its worth at least the $9.99 price-tag for the pdf. Go ahead check it out! As a sci-fi game its got
potential and I say get in on the ground floor and ride this baby to the top - woohoo!
Post script or notes Editing and spelling corrections are brought to you by Anne House, not only is
she Beautiful wife and my bestie Friend and fellow Gamer,, but she is a fair enough editor and Very
fine Writer and game master.

Rating [4 of 5 Stars!]

FrontierSpace Referee's Handbook $8.99


Average Rating:5.0 / 5
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FrontierSpace Referee\'s Handbook
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FrontierSpace Referee's Handbook


Publisher: DwD Studios
by Trevor H. [Verified Purchaser] Date Added: 11/22/2017 09:20:32
As a Star Frontiers fan for years I bought these books out of curiosity and was quite surprised to
find a well designed game inside. Tons of information, the extra stuff I like such as: generation
tables for systems, planets, etc. I like to create my own adventures and I will be moving them in this
direction. The books are clean and well designed. There's not much I can add to the already great
reviews for these products.

Rating: [5 of 5 Stars!]
FrontierSpace Referee's Handbook
Publisher: DwD Studios
by Jeff C. [Verified Purchaser] Date Added: 11/16/2017 09:30:53
FrontierSpace Referee’s Handbook Wow! This book made two very strong first impressions on me.
The first is the speed at which it came out. I never expected to see the Referee’s manual so fast on
the heels of the FS Player’s Handbook. It’s rare to see such good production quality and well-timed
execution from a game company.

The second very good impression this game made on me was, at first glance, I was almost looking
for a boxed set with the Player’s book, some maps, player handouts, cardboard counters, a poster,
some plain dice, and a crayon to “ink” the dice. Then I realized the sheer volume of this book.
While I wax nostalgic for the good old days of boxed sets which are now all but obsolete because of
prohibitive costs, this really did remind me of diving into one for the first time.

As gamemaster books go, this one is by far one of the most well put together, professional, and
useful I have seen in the last twenty years of being a player, gm and writer. I love everything about
this book from cover to cover. It shows a real passion for not just the game and the genre, but for
being a referee as well. We know this game has its roots firmly in old school Star Frontiers, and this
book not only emulates those golden days of sci-fi gaming, but goes far beyond the scope of quality
the old T$R designers could have only dreamed about back then. This is one of the few
Referee/GM/DM guides I have ever dove into and gone from cover to cover just amazed at
everything. I can only think of a handful of gaming books that have ever captivated me this much.
Thank you Bill and Larry. It brings me back to my younger years.

A quick romp through all of the chapters. Chapter 1 is a basic Referee’s how-to for running the
game itself. There’s an alignment system of sorts; earning/spending DP; a lot of the standard RPG
fare of how to deal with combat, injuries, repairs, etc; npcs; and psionics. Normally psionics in any
game is a major turnoff for me the moment I see them. (I feel like it turns every game into a supers
campaign of sorts.) However, FS saves the day on this by giving differing levels of psionics
available and leaves it in the hands of the ref up front. Thank you for that!

Chapter 2 is all about technology. I found some of this chapter reminiscent of Covert Ops, which is
cool because I like that game and the weapon quality table therein. This chapter does a lovely job
covering all of the mundane-ish aspects of life in space and helps a GM decide where he should
probably set the tech level for his campaign. The weapon, robot, vehicle, and starship qualities
tables really add to the game, should you choose to use them.

Chapter 3 is so outstanding, it could have been an entire sourcebook by itself. Back in the day, it
probably would have been a couple of pages in the GM Manual and a separate $12 sourcebook later
on. Regardless, this chapter covers everything you could ever want from a xenomorph with acid for
blood all the way up to all the freaky looking aliens wandering around in the cantina or zocalo of
your favorite sci-fi franchises. Yes, there’s probably even a way to build those honor bound warrior
aliens with the ridges on their heads and arm them with their ‘battle-eths’, etc.

Chapter 4 is also a tip of the hat to Covert ops, but provides a ton of really good mission/adventure
building stock. Combined with the beautiful material from Chapter 5, it really would make for a
really cool hex crawl in space campaign. Again, Chapters 4 and 5 could probably stand on their own
as a sourcebook. Chapter 5 boldly does what many other hard sci-fi games have attempted before.
This chapter covers the generation of planets, planetary systems and sectors. It’s clear, concise, and
useful without going overboard. It’s not a catalog of everything possible under the stars, but enough
for most referees without having to go to work for NASA.
Chapter 6 is not long, but inspiring nonetheless. There’s a good primer on sci-fi games which a lot
of old school gamers already know, but invaluable to a new ref. The storytelling advice is brilliant
for any ref, and greater for a novice referee. There are also forms in the back of the book for
everything discussed in the chapters which prove very useful.

I’d also like to compliment the artwork in this game. Even the headers look great. The layout of this
book is clean, too. Overall, I can’t say enough good things about this book. If you’re looking to run
a science fiction game of any kind, this book is definitely worth a look. Even if you’re not planning
to run FrontierSpace, it’s a great resource for any space-based game.

Rating: [5 of 5 Stars!]

FrontierSpace Referee's Handbook


Publisher: DwD Studios
by Moreno A. [Verified Purchaser] Date Added: 10/31/2017 04:24:07
I had the honor to take part to this game's playtest and it's a pleasure to finally see it published.

This is a work of love and passion. You can see the guys at DwD studios put an insane amount of
work and energy into this project, and the result is a top notch, rules-lite, modern RPG which also
retains that nostalgic "old school" feeling.

The game is openly inspired to "old school" RPGs (specifically, the classic RPG "Star Frontiers"
from TSR), but don't get fooled: this is a modern game, which benefits from all the experience
gained in decades of Role-Playing.

The Referee's Handbook is the perfect companion for the Player's Handbook, and contains a ton of
useful info and material to help Referees create, manage and play adventures.

Presentation:

The layout is clean and professional. The art is very good, especially considering the low price of
the final product.

Content:

In perfect DwD Studios style, the manual packs a huge amount of useful content in its more than
200 pages, but it manages to keep it all simple and easy to use. You'll find everything you expect
from a Referee-oriented manual, including rules on action checks, situational modifiers, combat,
conditions, healing, repairing things, etc., but also some great info on more refined topics like how
to run investigations in your adventures.

There are dedicated sections on planetary and space travel and rules for robots and vehicles. The
starship combat and damage rules are particularly well written and detailed.

But where this manual really shines is the awesome generators. You get rules to generate custom
alien species to use for your PCs or NPCs (my players LOVED these rules, so much that almost all
of them wanted to create their own, unique species), to generate star systems (a must-have tool for
any sci-fi RPG Referee) and to generate adventures and campaigns. The latter is arguably the best
tool in the manual - it really contains everything a Referee needs to create great adventures, and it's
simple and compact. What impressed me more is that using this generator really sparked my
imagination in ways that I thought impossible for a system based on random tables!

Conclusion:

The game is a must have for any Sci-Fi RPG enthusiast out there. Whether you like hard sci-fi,
space opera, cyberpunk or any other sci-fi-related genre, this game has all you need to kick off a
great and incredibly fun series of adventures!

We never stopped playing it after the playtest, and are sure to keep at it for many long years yet. :)

Rating: [5 of 5 Stars!]

Adventures in the Deep for FrontierSpace


From Flight of the Valkyries
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This is a supplement for the great FrontierSpace Sci-Fi RPG from DwD Studios, but the provided
content is easy to convert and use with any other RPG system.

The supplement is about underwater adventuring, and opens up a whole new world of possibilities
for your Sci-Fi RPG enjoyment!

What's inside:

- New rules (including specific environmental hazards, equipment use and adaptation, vehicles, etc.)

- New equipment, specifically designed for underwater adventures

- A sample setting, including a complete star system chart and details for Revulan, a very special
moon!

- Five adventure hooks to get you started on your underwater adventures

- Six new marine and amphibian creatures, each with its own special abilities and characteristics,
which can be used in the sample setting or imported straight away in your existing setting or
campaign

Tired of the same old adventures in space ?

Want to check out a new, exiting Frontier in the depths of alien oceans ?

This supplement is exactly what you need ! :)

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